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Comparing deliantra/server/common/object.C (file contents):
Revision 1.234 by root, Tue May 6 18:47:52 2008 UTC vs.
Revision 1.307 by root, Sun Nov 29 10:55:18 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
32#include <bitset> 33#include <bitset>
33 34
34UUID UUID::cur; 35UUID UUID::cur;
35static uint64_t seq_next_save; 36static uint64_t seq_next_save;
36static const uint64 UUID_GAP = 1<<19; 37static const uint64 UUID_GAP = 1<<19;
38uint32_t mapspace::smellcount = 10000;
37 39
38objectvec objects; 40objectvec objects;
39activevec actives; 41activevec actives;
42
43//+GPL
40 44
41short freearr_x[SIZEOFFREE] = { 45short freearr_x[SIZEOFFREE] = {
42 0, 46 0,
43 0, 1, 1, 1, 0, -1, -1, -1, 47 0, 1, 1, 1, 0, -1, -1, -1,
44 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 48 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
48 0, 52 0,
49 -1, -1, 0, 1, 1, 1, 0, -1, 53 -1, -1, 0, 1, 1, 1, 0, -1,
50 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 54 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
51 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 55 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
52}; 56};
53int maxfree[SIZEOFFREE] = {
54 0,
55 9, 10, 13, 14, 17, 18, 21, 22,
56 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
57 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
58};
59int freedir[SIZEOFFREE] = { 57int freedir[SIZEOFFREE] = {
60 0, 58 0,
61 1, 2, 3, 4, 5, 6, 7, 8, 59 1, 2, 3, 4, 5, 6, 7, 8,
62 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 60 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
63 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 61 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
64}; 62};
65 63
64static int maxfree[SIZEOFFREE] = {
65 0,
66 9, 10, 13, 14, 17, 18, 21, 22,
67 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
68 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
69};
70
66static void 71static void
67write_uuid (uval64 skip, bool sync) 72write_uuid (uval64 skip, bool sync)
68{ 73{
69 CALL_BEGIN (2); 74 CALL_BEGIN (2);
70 CALL_ARG_SV (newSVval64 (skip)); 75 CALL_ARG_SV (newSVval64 (skip));
72 CALL_CALL ("cf::write_uuid", G_DISCARD); 77 CALL_CALL ("cf::write_uuid", G_DISCARD);
73 CALL_END; 78 CALL_END;
74} 79}
75 80
76static void 81static void
77read_uuid (void) 82read_uuid ()
78{ 83{
79 char filename[MAX_BUF]; 84 char filename[MAX_BUF];
80 85
81 sprintf (filename, "%s/uuid", settings.localdir); 86 sprintf (filename, "%s/uuid", settings.localdir);
82 87
96 101
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1); 103 _exit (1);
99 } 104 }
100 105
101 UUID::BUF buf; 106 char buf [UUID::MAX_LEN];
102 buf[0] = 0; 107 buf[0] = 0;
103 fgets (buf, sizeof (buf), fp); 108 fgets (buf, sizeof (buf), fp);
104 109
105 if (!UUID::cur.parse (buf)) 110 if (!UUID::cur.parse (buf))
106 { 111 {
133 138
134void 139void
135UUID::init () 140UUID::init ()
136{ 141{
137 read_uuid (); 142 read_uuid ();
143}
144
145bool
146UUID::parse (const char *s)
147{
148 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
149 return false;
150
151 seq = 0;
152
153 while (*s != '>')
154 {
155 if (*s < '0')
156 return false;
157
158 // this gives nice branchless code with gcc
159 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
160 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
161
162 seq = (seq << 4) | digit;
163
164 ++s;
165 }
166
167 return true;
168}
169
170char *
171UUID::append (char *buf) const
172{
173 *buf++ = '<';
174 *buf++ = '1';
175 *buf++ = '.';
176
177 uint64_t seq = this->seq;
178 const int bits = 64;
179 char nz = 0;
180 static const char tohex [] = "0123456789abcdef";
181
182 // assert (len >= 3 + bits / 4 + 1 + 1);
183 for (int i = bits / 4; --i; )
184 {
185 uint8_t digit = seq >> (bits - 4);
186
187 *buf = tohex [digit];
188 nz |= digit;
189 buf += nz ? 1 : 0;
190 seq <<= 4;
191 }
192
193 // last digit is special - always emit
194 uint8_t digit = seq >> (bits - 4);
195 *buf++ = tohex [digit];
196
197 *buf++ = '>';
198
199 return buf;
200}
201
202char *
203UUID::c_str () const
204{
205 static char buf [MAX_LEN];
206 *append (buf) = 0;
207 return buf;
138} 208}
139 209
140/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 210/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
141static bool 211static bool
142compare_ob_value_lists_one (const object *wants, const object *has) 212compare_ob_value_lists_one (const object *wants, const object *has)
181bool object::can_merge_slow (object *ob1, object *ob2) 251bool object::can_merge_slow (object *ob1, object *ob2)
182{ 252{
183 /* A couple quicksanity checks */ 253 /* A couple quicksanity checks */
184 if (ob1 == ob2 254 if (ob1 == ob2
185 || ob1->type != ob2->type 255 || ob1->type != ob2->type
186 || ob1->speed != ob2->speed 256 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED
187 || ob1->value != ob2->value 257 || ob1->value != ob2->value
188 || ob1->name != ob2->name) 258 || ob1->name != ob2->name)
189 return 0; 259 return 0;
190 260
191 /* Do not merge objects if nrof would overflow. First part checks 261 /* Do not merge objects if nrof would overflow, assume nrof
192 * for unsigned overflow (2c), second part checks whether the result 262 * is always 0 .. 2**31-1 */
193 * would fit into a 32 bit signed int, which is often used to hold 263 if (ob1->nrof > 0x7fffffff - ob2->nrof)
194 * nrof values.
195 */
196 if (~ob1->nrof < ob2->nrof || ob1->nrof + ob2->nrof > (1UL << 31))
197 return 0; 264 return 0;
198 265
199 /* If the objects have been identified, set the BEEN_APPLIED flag. 266 /* If the objects have been identified, set the BEEN_APPLIED flag.
200 * This is to the comparison of the flags below will be OK. We 267 * This is to the comparison of the flags below will be OK. We
201 * just can't ignore the been applied or identified flags, as they 268 * just can't ignore the been applied or identified flags, as they
206 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 273 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
207 274
208 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 275 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
209 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 276 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
210 277
211 if (ob1->arch->name != ob2->arch->name 278 if (ob1->arch->archname != ob2->arch->archname
212 || ob1->name != ob2->name 279 || ob1->name != ob2->name
213 || ob1->title != ob2->title 280 || ob1->title != ob2->title
214 || ob1->msg != ob2->msg 281 || ob1->msg != ob2->msg
215 || ob1->weight != ob2->weight 282 || ob1->weight != ob2->weight
216 || ob1->attacktype != ob2->attacktype 283 || ob1->attacktype != ob2->attacktype
217 || ob1->magic != ob2->magic 284 || ob1->magic != ob2->magic
218 || ob1->slaying != ob2->slaying 285 || ob1->slaying != ob2->slaying
219 || ob1->skill != ob2->skill 286 || ob1->skill != ob2->skill
220 || ob1->value != ob2->value 287 || ob1->value != ob2->value
221 || ob1->animation_id != ob2->animation_id 288 || ob1->animation_id != ob2->animation_id
289 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other
222 || ob1->client_type != ob2->client_type 290 || ob1->client_type != ob2->client_type
223 || ob1->materialname != ob2->materialname 291 || ob1->material != ob2->material
224 || ob1->lore != ob2->lore 292 || ob1->lore != ob2->lore
225 || ob1->subtype != ob2->subtype 293 || ob1->subtype != ob2->subtype
226 || ob1->move_type != ob2->move_type 294 || ob1->move_type != ob2->move_type
227 || ob1->move_block != ob2->move_block 295 || ob1->move_block != ob2->move_block
228 || ob1->move_allow != ob2->move_allow 296 || ob1->move_allow != ob2->move_allow
229 || ob1->move_on != ob2->move_on 297 || ob1->move_on != ob2->move_on
230 || ob1->move_off != ob2->move_off 298 || ob1->move_off != ob2->move_off
231 || ob1->move_slow != ob2->move_slow 299 || ob1->move_slow != ob2->move_slow
232 || ob1->move_slow_penalty != ob2->move_slow_penalty 300 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
233 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 301 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
234 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 302 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
235 return 0; 303 return 0;
236 304
237 if ((ob1->flag ^ ob2->flag) 305 if ((ob1->flag ^ ob2->flag)
238 .reset (FLAG_INV_LOCKED) 306 .reset (FLAG_INV_LOCKED)
239 .reset (FLAG_CLIENT_SENT)
240 .reset (FLAG_REMOVED) 307 .reset (FLAG_REMOVED)
241 .any ()) 308 .any ())
242 return 0; 309 return 0;
243 310
244 /* This is really a spellbook check - we should in general 311 /* This is really a spellbook check - we should in general
326 { 393 {
327 // see if we are in a container of sorts 394 // see if we are in a container of sorts
328 if (env) 395 if (env)
329 { 396 {
330 // the player inventory itself is always visible 397 // the player inventory itself is always visible
331 if (env->type == PLAYER) 398 if (env->is_player ())
332 return env; 399 return env;
333 400
334 // else a player could have our env open 401 // else a player could have our env open
335 object *envest = env->outer_env (); 402 object *envest = env->outer_env_or_self ();
336 403
337 // the player itself is always on a map, so we will find him here 404 // the player itself is always on a map, so we will find him here
338 // even if our inv is in a player. 405 // even if our inv is in a player.
339 if (envest->is_on_map ()) 406 if (envest->is_on_map ())
340 if (object *pl = envest->ms ().player ()) 407 if (object *pl = envest->ms ().player ())
341 if (pl->container == env) 408 if (pl->container_ () == env)
342 return pl; 409 return pl;
343 } 410 }
344 else 411 else
345 { 412 {
346 // maybe there is a player standing on the same mapspace 413 // maybe there is a player standing on the same mapspace
347 // this will catch the case where "this" is a player 414 // this will catch the case where "this" is a player
348 if (object *pl = ms ().player ()) 415 if (object *pl = ms ().player ())
349 if (!pl->container || this == pl->container) 416 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
417 || pl->container_ () == this)
350 return pl; 418 return pl;
351 } 419 }
352 } 420 }
353 421
354 return 0; 422 return 0;
432 object_freezer freezer; 500 object_freezer freezer;
433 op->write (freezer); 501 op->write (freezer);
434 return freezer.as_string (); 502 return freezer.as_string ();
435} 503}
436 504
437/* 505char *
438 * get_nearest_part(multi-object, object 2) returns the part of the 506object::as_string ()
439 * multi-object 1 which is closest to the second object.
440 * If it's not a multi-object, it is returned.
441 */
442object *
443get_nearest_part (object *op, const object *pl)
444{ 507{
445 object *tmp, *closest; 508 return dump_object (this);
446 int last_dist, i;
447
448 if (!op->more)
449 return op;
450
451 for (last_dist = distance (op, pl), closest = op, tmp = op->more;
452 tmp;
453 tmp = tmp->more)
454 if ((i = distance (tmp, pl)) < last_dist)
455 closest = tmp, last_dist = i;
456
457 return closest;
458} 509}
459 510
460/* 511/*
461 * Returns the object which has the count-variable equal to the argument. 512 * Returns the object which has the count-variable equal to the argument.
462 * VERRRY slow. 513 * VERRRY slow.
478 */ 529 */
479object * 530object *
480find_object_name (const char *str) 531find_object_name (const char *str)
481{ 532{
482 shstr_cmp str_ (str); 533 shstr_cmp str_ (str);
483 object *op;
484 534
535 if (str_)
485 for_all_objects (op) 536 for_all_objects (op)
486 if (op->name == str_) 537 if (op->name == str_)
487 break; 538 return op;
488 539
489 return op; 540 return 0;
490} 541}
491 542
492/* 543/*
493 * Sets the owner and sets the skill and exp pointers to owner's current 544 * Sets the owner and sets the skill and exp pointers to owner's current
494 * skill and experience objects. 545 * skill and experience objects.
556 update_stats (); 607 update_stats ();
557 608
558 new_draw_info_format (NDI_UNIQUE, 0, this, 609 new_draw_info_format (NDI_UNIQUE, 0, this,
559 "You try to balance all your items at once, " 610 "You try to balance all your items at once, "
560 "but the %s is just too much for your body. " 611 "but the %s is just too much for your body. "
561 "[You need to unapply some items first.]", &ob->name); 612 "[You need to unapply some items first - use the 'body' command to see "
613 "how many items you cna wera on a specific body part.]", &ob->name);
562 return false; 614 return false;
563 } 615 }
564 616
565 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name); 617 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
566 } 618 }
635 tail = new_link; 687 tail = new_link;
636 } 688 }
637 } 689 }
638 } 690 }
639 691
640 if (speed < 0) 692 dst->activate ();
641 dst->speed_left -= rndm ();
642
643 dst->set_speed (dst->speed);
644} 693}
645 694
646void 695void
647object::instantiate () 696object::instantiate ()
648{ 697{
649 if (!uuid.seq) // HACK 698 if (!uuid.seq) // HACK
650 uuid = UUID::gen (); 699 uuid = UUID::gen ();
651 700
701 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
702 if (flag [FLAG_RANDOM_SPEED] && speed)
703 speed_left = -rndm (); // TODO animation
704 else
652 speed_left = -0.1f; 705 speed_left = -speed;
706
653 /* copy the body_info to the body_used - this is only really 707 /* copy the body_info to the body_used - this is only really
654 * need for monsters, but doesn't hurt to do it for everything. 708 * need for monsters, but doesn't hurt to do it for everything.
655 * by doing so, when a monster is created, it has good starting 709 * by doing so, when a monster is created, it has good starting
656 * values for the body_used info, so when items are created 710 * values for the body_used info, so when items are created
657 * for it, they can be properly equipped. 711 * for it, they can be properly equipped.
665object * 719object *
666object::clone () 720object::clone ()
667{ 721{
668 object *neu = create (); 722 object *neu = create ();
669 copy_to (neu); 723 copy_to (neu);
724
725 // TODO: unclean state changes, should not be done in clone AND instantiate
726 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
727 neu->speed_left = -rndm (); // TODO animation
728
670 neu->map = map; // not copied by copy_to 729 neu->map = map; // not copied by copy_to
671 return neu; 730 return neu;
672} 731}
673 732
674/* 733/*
692 * This function needs to be called whenever the speed of an object changes. 751 * This function needs to be called whenever the speed of an object changes.
693 */ 752 */
694void 753void
695object::set_speed (float speed) 754object::set_speed (float speed)
696{ 755{
697 if (flag [FLAG_FREED] && speed)
698 {
699 LOG (llevError, "Object %s is freed but has speed.\n", &name);
700 speed = 0;
701 }
702
703 this->speed = speed; 756 this->speed = speed;
704 757
705 if (has_active_speed ()) 758 if (has_active_speed ())
706 activate (); 759 activate ();
707 else 760 else
757 810
758 if (!(m.flags_ & P_UPTODATE)) 811 if (!(m.flags_ & P_UPTODATE))
759 /* nop */; 812 /* nop */;
760 else if (action == UP_OBJ_INSERT) 813 else if (action == UP_OBJ_INSERT)
761 { 814 {
815#if 0
762 // this is likely overkill, TODO: revisit (schmorp) 816 // this is likely overkill, TODO: revisit (schmorp)
763 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 817 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
764 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 818 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
765 || (op->type == PLAYER && !(m.flags_ & P_PLAYER)) 819 || (op->is_player () && !(m.flags_ & P_PLAYER))
766 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 820 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
767 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE)) 821 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
768 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC)) 822 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
769 || (m.move_on | op->move_on ) != m.move_on 823 || (m.move_on | op->move_on ) != m.move_on
770 || (m.move_off | op->move_off ) != m.move_off 824 || (m.move_off | op->move_off ) != m.move_off
771 || (m.move_slow | op->move_slow) != m.move_slow 825 || (m.move_slow | op->move_slow) != m.move_slow
772 /* This isn't perfect, but I don't expect a lot of objects to 826 /* This isn't perfect, but I don't expect a lot of objects to
773 * to have move_allow right now. 827 * have move_allow right now.
774 */ 828 */
775 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 829 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
830 m.invalidate ();
831#else
776 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 832 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
777 m.flags_ = 0; 833 m.invalidate ();
834#endif
778 } 835 }
779 /* if the object is being removed, we can't make intelligent 836 /* if the object is being removed, we can't make intelligent
780 * decisions, because remove_ob can't really pass the object 837 * decisions, because remove_ob can't really pass the object
781 * that is being removed. 838 * that is being removed.
782 */ 839 */
783 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 840 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
784 m.flags_ = 0; 841 m.invalidate ();
785 else if (action == UP_OBJ_FACE) 842 else if (action == UP_OBJ_FACE)
786 /* Nothing to do for that case */ ; 843 /* Nothing to do for that case */ ;
787 else 844 else
788 LOG (llevError, "update_object called with invalid action: %d\n", action); 845 LOG (llevError, "update_object called with invalid action: %d\n", action);
789 846
793 850
794object::object () 851object::object ()
795{ 852{
796 SET_FLAG (this, FLAG_REMOVED); 853 SET_FLAG (this, FLAG_REMOVED);
797 854
798 expmul = 1.0; 855 //expmul = 1.0; declared const for the time being
799 face = blank_face; 856 face = blank_face;
857 material = MATERIAL_NULL;
800} 858}
801 859
802object::~object () 860object::~object ()
803{ 861{
804 unlink (); 862 unlink ();
833 /* If already on active list, don't do anything */ 891 /* If already on active list, don't do anything */
834 if (active) 892 if (active)
835 return; 893 return;
836 894
837 if (has_active_speed ()) 895 if (has_active_speed ())
896 {
897 if (flag [FLAG_FREED])
898 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
899
838 actives.insert (this); 900 actives.insert (this);
901 }
839} 902}
840 903
841void 904void
842object::activate_recursive () 905object::activate_recursive ()
843{ 906{
904 * drop on that space. 967 * drop on that space.
905 */ 968 */
906 if (!drop_to_ground 969 if (!drop_to_ground
907 || !map 970 || !map
908 || map->in_memory != MAP_ACTIVE 971 || map->in_memory != MAP_ACTIVE
909 || map->nodrop 972 || map->no_drop
910 || ms ().move_block == MOVE_ALL) 973 || ms ().move_block == MOVE_ALL)
911 { 974 {
912 while (inv) 975 while (inv)
913 {
914 inv->destroy_inv (false);
915 inv->destroy (); 976 inv->destroy ();
916 }
917 } 977 }
918 else 978 else
919 { /* Put objects in inventory onto this space */ 979 { /* Put objects in inventory onto this space */
920 while (inv) 980 while (inv)
921 { 981 {
925 || op->flag [FLAG_NO_DROP] 985 || op->flag [FLAG_NO_DROP]
926 || op->type == RUNE 986 || op->type == RUNE
927 || op->type == TRAP 987 || op->type == TRAP
928 || op->flag [FLAG_IS_A_TEMPLATE] 988 || op->flag [FLAG_IS_A_TEMPLATE]
929 || op->flag [FLAG_DESTROY_ON_DEATH]) 989 || op->flag [FLAG_DESTROY_ON_DEATH])
930 op->destroy (true); 990 op->destroy ();
931 else 991 else
932 map->insert (op, x, y); 992 map->insert (op, x, y);
933 } 993 }
934 } 994 }
935} 995}
943 1003
944static struct freed_map : maptile 1004static struct freed_map : maptile
945{ 1005{
946 freed_map () 1006 freed_map ()
947 { 1007 {
948 path = "<freed objects map>"; 1008 path = "<freed objects map>";
949 name = "/internal/freed_objects_map"; 1009 name = "/internal/freed_objects_map";
950 width = 3; 1010 width = 3;
951 height = 3; 1011 height = 3;
952 nodrop = 1; 1012 no_drop = 1;
1013 no_reset = 1;
953 1014
954 alloc (); 1015 alloc ();
955 in_memory = MAP_ACTIVE; 1016 in_memory = MAP_ACTIVE;
956 } 1017 }
957 1018
963 1024
964void 1025void
965object::do_destroy () 1026object::do_destroy ()
966{ 1027{
967 if (flag [FLAG_IS_LINKED]) 1028 if (flag [FLAG_IS_LINKED])
968 remove_button_link (this); 1029 remove_link ();
969 1030
970 if (flag [FLAG_FRIENDLY]) 1031 if (flag [FLAG_FRIENDLY])
971 remove_friendly_object (this); 1032 remove_friendly_object (this);
972 1033
973 remove (); 1034 remove ();
998 attacked_by = 0; 1059 attacked_by = 0;
999 current_weapon = 0; 1060 current_weapon = 0;
1000} 1061}
1001 1062
1002void 1063void
1003object::destroy (bool destroy_inventory) 1064object::destroy ()
1004{ 1065{
1005 if (destroyed ()) 1066 if (destroyed ())
1006 return; 1067 return;
1007 1068
1008 if (!is_head () && !head->destroyed ()) 1069 if (!is_head () && !head->destroyed ())
1009 { 1070 {
1010 LOG (llevError | logBacktrace, "tried to destroy the tail of an object"); 1071 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1011 head->destroy (destroy_inventory); 1072 head->destroy ();
1012 return; 1073 return;
1013 } 1074 }
1014 1075
1015 destroy_inv (!destroy_inventory); 1076 destroy_inv (false);
1016 1077
1017 if (is_head ()) 1078 if (is_head ())
1018 if (sound_destroy) 1079 if (sound_destroy)
1019 play_sound (sound_destroy); 1080 play_sound (sound_destroy);
1020 else if (flag [FLAG_MONSTER]) 1081 else if (flag [FLAG_MONSTER])
1031 * the previous environment. 1092 * the previous environment.
1032 */ 1093 */
1033void 1094void
1034object::do_remove () 1095object::do_remove ()
1035{ 1096{
1036 object *tmp, *last = 0;
1037 object *otmp;
1038
1039 if (flag [FLAG_REMOVED]) 1097 if (flag [FLAG_REMOVED])
1040 return; 1098 return;
1041 1099
1042 INVOKE_OBJECT (REMOVE, this); 1100 INVOKE_OBJECT (REMOVE, this);
1043 1101
1057 esrv_del_item (pl->contr, count); 1115 esrv_del_item (pl->contr, count);
1058 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed 1116 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1059 1117
1060 adjust_weight (env, -total_weight ()); 1118 adjust_weight (env, -total_weight ());
1061 1119
1062 *(above ? &above->below : &env->inv) = below; 1120 object *pl = in_player ();
1063
1064 if (below)
1065 below->above = above;
1066 1121
1067 /* we set up values so that it could be inserted into 1122 /* we set up values so that it could be inserted into
1068 * the map, but we don't actually do that - it is up 1123 * the map, but we don't actually do that - it is up
1069 * to the caller to decide what we want to do. 1124 * to the caller to decide what we want to do.
1070 */ 1125 */
1071 map = env->map; 1126 map = env->map;
1072 x = env->x; 1127 x = env->x;
1073 y = env->y; 1128 y = env->y;
1129
1130 // make sure cmov optimisation is applicable
1131 *(above ? &above->below : &env->inv) = below;
1132 *(below ? &below->above : &above ) = above; // &above is just a dummy
1133
1074 above = 0; 1134 above = 0;
1075 below = 0; 1135 below = 0;
1076 env = 0; 1136 env = 0;
1077 1137
1078 /* NO_FIX_PLAYER is set when a great many changes are being 1138 if (pl && pl->is_player ())
1079 * made to players inventory. If set, avoiding the call
1080 * to save cpu time.
1081 */ 1139 {
1082 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1140 pl->contr->queue_stats_update ();
1083 otmp->update_stats (); 1141
1142 if (glow_radius && pl->is_on_map ())
1143 update_all_los (pl->map, pl->x, pl->y);
1144 }
1084 } 1145 }
1085 else if (map) 1146 else if (map)
1086 { 1147 {
1087 map->dirty = true; 1148 map->dirty = true;
1088 mapspace &ms = this->ms (); 1149 mapspace &ms = this->ms ();
1089 1150
1090 if (object *pl = ms.player ()) 1151 if (object *pl = ms.player ())
1091 { 1152 {
1092 if (type == PLAYER) // this == pl(!) 1153 if (is_player ())
1093 { 1154 {
1155 if (!flag [FLAG_WIZPASS])
1156 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1157
1094 // leaving a spot always closes any open container on the ground 1158 // leaving a spot always closes any open container on the ground
1095 if (container && !container->env) 1159 if (container && !container->env)
1096 // this causes spurious floorbox updates, but it ensures 1160 // this causes spurious floorbox updates, but it ensures
1097 // that the CLOSE event is being sent. 1161 // that the CLOSE event is being sent.
1098 close_container (); 1162 close_container ();
1099 1163
1100 --map->players; 1164 --map->players;
1101 map->touch (); 1165 map->touch ();
1102 } 1166 }
1103 else if (pl->container == this) 1167 else if (pl->container_ () == this)
1104 { 1168 {
1105 // removing a container should close it 1169 // removing a container should close it
1106 close_container (); 1170 close_container ();
1107 } 1171 }
1108 1172
1109 esrv_del_item (pl->contr, count); 1173 esrv_del_item (pl->contr, count);
1110 } 1174 }
1111 1175
1112 /* link the object above us */ 1176 /* link the object above us */
1113 if (above) 1177 // re-link, make sure compiler can easily use cmove
1114 above->below = below; 1178 *(above ? &above->below : &ms.top) = below;
1115 else 1179 *(below ? &below->above : &ms.bot) = above;
1116 ms.top = below; /* we were top, set new top */
1117
1118 /* Relink the object below us, if there is one */
1119 if (below)
1120 below->above = above;
1121 else
1122 {
1123 /* Nothing below, which means we need to relink map object for this space
1124 * use translated coordinates in case some oddness with map tiling is
1125 * evident
1126 */
1127 if (GET_MAP_OB (map, x, y) != this)
1128 LOG (llevError, "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom? %s\n", debug_desc ());
1129
1130 ms.bot = above; /* goes on above it. */
1131 }
1132 1180
1133 above = 0; 1181 above = 0;
1134 below = 0; 1182 below = 0;
1135 1183
1184 ms.invalidate ();
1185
1136 if (map->in_memory == MAP_SAVING) 1186 if (map->in_memory == MAP_SAVING)
1137 return; 1187 return;
1138 1188
1139 int check_walk_off = !flag [FLAG_NO_APPLY]; 1189 int check_walk_off = !flag [FLAG_NO_APPLY];
1140 1190
1141 if (object *pl = ms.player ()) 1191 if (object *pl = ms.player ())
1142 { 1192 {
1143 if (pl->container == this) 1193 if (pl->container_ () == this)
1144 /* If a container that the player is currently using somehow gets 1194 /* If a container that the player is currently using somehow gets
1145 * removed (most likely destroyed), update the player view 1195 * removed (most likely destroyed), update the player view
1146 * appropriately. 1196 * appropriately.
1147 */ 1197 */
1148 pl->close_container (); 1198 pl->close_container ();
1152 //TODO: update floorbox to preserve ordering 1202 //TODO: update floorbox to preserve ordering
1153 if (pl->contr->ns) 1203 if (pl->contr->ns)
1154 pl->contr->ns->floorbox_update (); 1204 pl->contr->ns->floorbox_update ();
1155 } 1205 }
1156 1206
1207 if (check_walk_off)
1157 for (tmp = ms.bot; tmp; tmp = tmp->above) 1208 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1158 { 1209 {
1210 above = tmp->above;
1211
1159 /* No point updating the players look faces if he is the object 1212 /* No point updating the players look faces if he is the object
1160 * being removed. 1213 * being removed.
1161 */ 1214 */
1162 1215
1163 /* See if object moving off should effect something */ 1216 /* See if object moving off should effect something */
1164 if (check_walk_off
1165 && ((move_type & tmp->move_off) 1217 if ((move_type & tmp->move_off)
1166 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1218 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1167 {
1168 move_apply (tmp, this, 0); 1219 move_apply (tmp, this, 0);
1169
1170 if (destroyed ())
1171 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1172 } 1220 }
1173 1221
1174 last = tmp; 1222 if (affects_los ())
1175 }
1176
1177 /* last == NULL if there are no objects on this space */
1178 //TODO: this makes little sense, why only update the topmost object?
1179 if (!last)
1180 map->at (x, y).flags_ = 0;
1181 else
1182 update_object (last, UP_OBJ_REMOVE);
1183
1184 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1185 update_all_los (map, x, y); 1223 update_all_los (map, x, y);
1186 } 1224 }
1187} 1225}
1188 1226
1189/* 1227/*
1213 esrv_update_item (UPD_NROF, pl, top); 1251 esrv_update_item (UPD_NROF, pl, top);
1214 1252
1215 op->weight = 0; // cancel the addition above 1253 op->weight = 0; // cancel the addition above
1216 op->carrying = 0; // must be 0 already 1254 op->carrying = 0; // must be 0 already
1217 1255
1218 op->destroy (1); 1256 op->destroy ();
1219 1257
1220 return top; 1258 return top;
1221 } 1259 }
1222 1260
1223 return 0; 1261 return 0;
1251 * job preparing multi-part monsters. 1289 * job preparing multi-part monsters.
1252 */ 1290 */
1253object * 1291object *
1254insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1292insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1255{ 1293{
1294 op->remove ();
1295
1256 for (object *tmp = op->head_ (); tmp; tmp = tmp->more) 1296 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1257 { 1297 {
1258 tmp->x = x + tmp->arch->x; 1298 tmp->x = x + tmp->arch->x;
1259 tmp->y = y + tmp->arch->y; 1299 tmp->y = y + tmp->arch->y;
1260 } 1300 }
1283 * just 'op' otherwise 1323 * just 'op' otherwise
1284 */ 1324 */
1285object * 1325object *
1286insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1326insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1287{ 1327{
1288 assert (!op->flag [FLAG_FREED]);
1289
1290 op->remove (); 1328 op->remove ();
1329
1330 if (m == &freed_map)//D TODO: remove soon
1331 {//D
1332 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1333 }//D
1291 1334
1292 /* Ideally, the caller figures this out. However, it complicates a lot 1335 /* Ideally, the caller figures this out. However, it complicates a lot
1293 * of areas of callers (eg, anything that uses find_free_spot would now 1336 * of areas of callers (eg, anything that uses find_free_spot would now
1294 * need extra work 1337 * need extra work
1295 */ 1338 */
1339 maptile *newmap = m;
1296 if (!xy_normalise (m, op->x, op->y)) 1340 if (!xy_normalise (newmap, op->x, op->y))
1297 { 1341 {
1298 op->head_ ()->destroy (1);// remove head_ once all tail object destroyers found 1342 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1299 return 0; 1343 return 0;
1300 } 1344 }
1301 1345
1302 if (object *more = op->more) 1346 if (object *more = op->more)
1303 if (!insert_ob_in_map (more, m, originator, flag)) 1347 if (!insert_ob_in_map (more, m, originator, flag))
1304 return 0; 1348 return 0;
1305 1349
1306 CLEAR_FLAG (op, FLAG_REMOVED); 1350 op->flag [FLAG_REMOVED] = false;
1307 1351 op->env = 0;
1308 op->map = m; 1352 op->map = newmap;
1353
1309 mapspace &ms = op->ms (); 1354 mapspace &ms = op->ms ();
1310 1355
1311 /* this has to be done after we translate the coordinates. 1356 /* this has to be done after we translate the coordinates.
1312 */ 1357 */
1313 if (op->nrof && !(flag & INS_NO_MERGE)) 1358 if (op->nrof && !(flag & INS_NO_MERGE))
1314 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1359 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1315 if (object::can_merge (op, tmp)) 1360 if (object::can_merge (op, tmp))
1316 { 1361 {
1317 // TODO: we atcually want to update tmp, not op, 1362 // TODO: we actually want to update tmp, not op,
1318 // but some caller surely breaks when we return tmp 1363 // but some caller surely breaks when we return tmp
1319 // from here :/ 1364 // from here :/
1320 op->nrof += tmp->nrof; 1365 op->nrof += tmp->nrof;
1321 tmp->destroy (1); 1366 tmp->destroy ();
1322 } 1367 }
1323 1368
1324 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1369 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1325 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1370 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1326 1371
1333 { 1378 {
1334 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1379 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1335 abort (); 1380 abort ();
1336 } 1381 }
1337 1382
1383 if (!originator->is_on_map ())
1384 {
1385 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1386 op->debug_desc (), originator->debug_desc ());
1387 abort ();
1388 }
1389
1338 op->above = originator; 1390 op->above = originator;
1339 op->below = originator->below; 1391 op->below = originator->below;
1340
1341 if (op->below)
1342 op->below->above = op;
1343 else
1344 ms.bot = op;
1345
1346 /* since *below* originator, no need to update top */
1347 originator->below = op; 1392 originator->below = op;
1393
1394 *(op->below ? &op->below->above : &ms.bot) = op;
1348 } 1395 }
1349 else 1396 else
1350 { 1397 {
1351 object *top, *floor = NULL; 1398 object *floor = 0;
1352 1399 object *top = ms.top;
1353 top = ms.bot;
1354 1400
1355 /* If there are other objects, then */ 1401 /* If there are other objects, then */
1356 if (top) 1402 if (top)
1357 { 1403 {
1358 object *last = 0;
1359
1360 /* 1404 /*
1361 * If there are multiple objects on this space, we do some trickier handling. 1405 * If there are multiple objects on this space, we do some trickier handling.
1362 * We've already dealt with merging if appropriate. 1406 * We've already dealt with merging if appropriate.
1363 * Generally, we want to put the new object on top. But if 1407 * Generally, we want to put the new object on top. But if
1364 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1408 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1367 * once we get to them. This reduces the need to traverse over all of 1411 * once we get to them. This reduces the need to traverse over all of
1368 * them when adding another one - this saves quite a bit of cpu time 1412 * them when adding another one - this saves quite a bit of cpu time
1369 * when lots of spells are cast in one area. Currently, it is presumed 1413 * when lots of spells are cast in one area. Currently, it is presumed
1370 * that flying non pickable objects are spell objects. 1414 * that flying non pickable objects are spell objects.
1371 */ 1415 */
1372 for (top = ms.bot; top; top = top->above) 1416 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1373 { 1417 {
1374 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1418 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || QUERY_FLAG (tmp, FLAG_OVERLAY_FLOOR))
1375 floor = top; 1419 floor = tmp;
1376 1420
1377 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1421 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1378 { 1422 {
1379 /* We insert above top, so we want this object below this */ 1423 /* We insert above top, so we want this object below this */
1380 top = top->below; 1424 top = tmp->below;
1381 break; 1425 break;
1382 } 1426 }
1383 1427
1384 last = top; 1428 top = tmp;
1385 } 1429 }
1386
1387 /* Don't want top to be NULL, so set it to the last valid object */
1388 top = last;
1389 1430
1390 /* We let update_position deal with figuring out what the space 1431 /* We let update_position deal with figuring out what the space
1391 * looks like instead of lots of conditions here. 1432 * looks like instead of lots of conditions here.
1392 * makes things faster, and effectively the same result. 1433 * makes things faster, and effectively the same result.
1393 */ 1434 */
1400 */ 1441 */
1401 if (!(flag & INS_ON_TOP) 1442 if (!(flag & INS_ON_TOP)
1402 && ms.flags () & P_BLOCKSVIEW 1443 && ms.flags () & P_BLOCKSVIEW
1403 && (op->face && !faces [op->face].visibility)) 1444 && (op->face && !faces [op->face].visibility))
1404 { 1445 {
1446 object *last;
1447
1405 for (last = top; last != floor; last = last->below) 1448 for (last = top; last != floor; last = last->below)
1406 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1449 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1407 break; 1450 break;
1408 1451
1409 /* Check to see if we found the object that blocks view, 1452 /* Check to see if we found the object that blocks view,
1417 } /* If objects on this space */ 1460 } /* If objects on this space */
1418 1461
1419 if (flag & INS_ABOVE_FLOOR_ONLY) 1462 if (flag & INS_ABOVE_FLOOR_ONLY)
1420 top = floor; 1463 top = floor;
1421 1464
1422 /* Top is the object that our object (op) is going to get inserted above. 1465 // insert object above top, or bottom-most if top = 0
1423 */
1424
1425 /* First object on this space */
1426 if (!top) 1466 if (!top)
1427 { 1467 {
1468 op->below = 0;
1428 op->above = ms.bot; 1469 op->above = ms.bot;
1429
1430 if (op->above)
1431 op->above->below = op;
1432
1433 op->below = 0;
1434 ms.bot = op; 1470 ms.bot = op;
1471
1472 *(op->above ? &op->above->below : &ms.top) = op;
1435 } 1473 }
1436 else 1474 else
1437 { /* get inserted into the stack above top */ 1475 {
1438 op->above = top->above; 1476 op->above = top->above;
1439
1440 if (op->above)
1441 op->above->below = op; 1477 top->above = op;
1442 1478
1443 op->below = top; 1479 op->below = top;
1444 top->above = op; 1480 *(op->above ? &op->above->below : &ms.top) = op;
1445 } 1481 }
1482 }
1446 1483
1447 if (!op->above) 1484 if (op->is_player ())
1448 ms.top = op;
1449 } /* else not INS_BELOW_ORIGINATOR */
1450
1451 if (op->type == PLAYER)
1452 { 1485 {
1453 op->contr->do_los = 1; 1486 op->contr->do_los = 1;
1454 ++op->map->players; 1487 ++op->map->players;
1455 op->map->touch (); 1488 op->map->touch ();
1456 } 1489 }
1471 * be far away from this change and not affected in any way - 1504 * be far away from this change and not affected in any way -
1472 * this should get redone to only look for players within range, 1505 * this should get redone to only look for players within range,
1473 * or just updating the P_UPTODATE for spaces within this area 1506 * or just updating the P_UPTODATE for spaces within this area
1474 * of effect may be sufficient. 1507 * of effect may be sufficient.
1475 */ 1508 */
1476 if (op->map->darkness && (op->glow_radius != 0)) 1509 if (op->affects_los ())
1510 {
1511 op->ms ().invalidate ();
1477 update_all_los (op->map, op->x, op->y); 1512 update_all_los (op->map, op->x, op->y);
1513 }
1478 1514
1479 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1515 /* updates flags (blocked, alive, no magic, etc) for this map space */
1480 update_object (op, UP_OBJ_INSERT); 1516 update_object (op, UP_OBJ_INSERT);
1481 1517
1482 INVOKE_OBJECT (INSERT, op); 1518 INVOKE_OBJECT (INSERT, op);
1489 * blocked() and wall() work properly), and these flags are updated by 1525 * blocked() and wall() work properly), and these flags are updated by
1490 * update_object(). 1526 * update_object().
1491 */ 1527 */
1492 1528
1493 /* if this is not the head or flag has been passed, don't check walk on status */ 1529 /* if this is not the head or flag has been passed, don't check walk on status */
1494 if (!(flag & INS_NO_WALK_ON) && op->head_ () == op) 1530 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1495 { 1531 {
1496 if (check_move_on (op, originator)) 1532 if (check_move_on (op, originator))
1497 return 0; 1533 return 0;
1498 1534
1499 /* If we are a multi part object, lets work our way through the check 1535 /* If we are a multi part object, lets work our way through the check
1510/* this function inserts an object in the map, but if it 1546/* this function inserts an object in the map, but if it
1511 * finds an object of its own type, it'll remove that one first. 1547 * finds an object of its own type, it'll remove that one first.
1512 * op is the object to insert it under: supplies x and the map. 1548 * op is the object to insert it under: supplies x and the map.
1513 */ 1549 */
1514void 1550void
1515replace_insert_ob_in_map (const char *arch_string, object *op) 1551replace_insert_ob_in_map (shstr_tmp archname, object *op)
1516{ 1552{
1517 /* first search for itself and remove any old instances */ 1553 /* first search for itself and remove any old instances */
1518 1554
1519 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1555 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1520 if (!strcmp (tmp->arch->archname, arch_string)) /* same archetype */ 1556 if (tmp->arch->archname == archname) /* same archetype */
1521 tmp->destroy (1); 1557 tmp->destroy ();
1522 1558
1523 object *tmp = arch_to_object (archetype::find (arch_string)); 1559 object *tmp = arch_to_object (archetype::find (archname));
1524 1560
1525 tmp->x = op->x; 1561 tmp->x = op->x;
1526 tmp->y = op->y; 1562 tmp->y = op->y;
1527 1563
1528 insert_ob_in_map (tmp, op->map, op, 0); 1564 insert_ob_in_map (tmp, op->map, op, 0);
1533{ 1569{
1534 if (where->env) 1570 if (where->env)
1535 return where->env->insert (this); 1571 return where->env->insert (this);
1536 else 1572 else
1537 return where->map->insert (this, where->x, where->y, originator, flags); 1573 return where->map->insert (this, where->x, where->y, originator, flags);
1574}
1575
1576// check whether we can put this into the map, respect max_volume, max_items
1577bool
1578object::can_drop_at (maptile *m, int x, int y, object *originator)
1579{
1580 mapspace &ms = m->at (x, y);
1581
1582 int items = ms.items ();
1583
1584 if (!items // testing !items ensures we can drop at least one item
1585 || (items < m->max_items
1586 && ms.volume () < m->max_volume))
1587 return true;
1588
1589 if (originator && originator->is_player ())
1590 originator->contr->failmsg (format (
1591 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1592 query_name ()
1593 ));
1594
1595 return false;
1538} 1596}
1539 1597
1540/* 1598/*
1541 * decrease(object, number) decreases a specified number from 1599 * decrease(object, number) decreases a specified number from
1542 * the amount of an object. If the amount reaches 0, the object 1600 * the amount of an object. If the amount reaches 0, the object
1550 if (!nr) 1608 if (!nr)
1551 return true; 1609 return true;
1552 1610
1553 nr = min (nr, nrof); 1611 nr = min (nr, nrof);
1554 1612
1613 if (nrof > nr)
1614 {
1555 nrof -= nr; 1615 nrof -= nr;
1556
1557 if (nrof)
1558 {
1559 adjust_weight (env, -weight * nr); // carrying == 0 1616 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1560 1617
1561 if (object *pl = visible_to ()) 1618 if (object *pl = visible_to ())
1562 esrv_update_item (UPD_NROF, pl, this); 1619 esrv_update_item (UPD_NROF, pl, this);
1563 1620
1564 return true; 1621 return true;
1565 } 1622 }
1566 else 1623 else
1567 { 1624 {
1568 destroy (1); 1625 destroy ();
1569 return false; 1626 return false;
1570 } 1627 }
1571} 1628}
1572 1629
1573/* 1630/*
1650 if (object *pl = tmp->visible_to ()) 1707 if (object *pl = tmp->visible_to ())
1651 esrv_update_item (UPD_NROF, pl, tmp); 1708 esrv_update_item (UPD_NROF, pl, tmp);
1652 1709
1653 adjust_weight (this, op->total_weight ()); 1710 adjust_weight (this, op->total_weight ());
1654 1711
1655 op->destroy (1); 1712 op->destroy ();
1656 op = tmp; 1713 op = tmp;
1657 goto inserted; 1714 goto inserted;
1658 } 1715 }
1659 1716
1660 op->owner = 0; // it's his/hers now. period. 1717 op->owner = 0; // it's his/hers now. period.
1678 1735
1679 adjust_weight (this, op->total_weight ()); 1736 adjust_weight (this, op->total_weight ());
1680 1737
1681inserted: 1738inserted:
1682 /* reset the light list and los of the players on the map */ 1739 /* reset the light list and los of the players on the map */
1683 if (op->glow_radius && map && map->darkness) 1740 if (op->glow_radius && is_on_map ())
1741 {
1742 update_stats ();
1684 update_all_los (map, x, y); 1743 update_all_los (map, x, y);
1685 1744 }
1745 else if (is_player ())
1686 // if this is a player's inventory, update stats 1746 // if this is a player's inventory, update stats
1687 if (type == PLAYER && !flag [FLAG_NO_FIX_PLAYER]) 1747 contr->queue_stats_update ();
1688 update_stats ();
1689 1748
1690 INVOKE_OBJECT (INSERT, this); 1749 INVOKE_OBJECT (INSERT, this);
1691 1750
1692 return op; 1751 return op;
1693} 1752}
1713 * on top. 1772 * on top.
1714 */ 1773 */
1715int 1774int
1716check_move_on (object *op, object *originator) 1775check_move_on (object *op, object *originator)
1717{ 1776{
1777 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1778 return 0;
1779
1718 object *tmp; 1780 object *tmp;
1719 maptile *m = op->map; 1781 maptile *m = op->map;
1720 int x = op->x, y = op->y; 1782 int x = op->x, y = op->y;
1721 1783
1722 MoveType move_on, move_slow, move_block; 1784 mapspace &ms = m->at (x, y);
1723 1785
1724 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1786 ms.update ();
1725 return 0;
1726 1787
1727 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1788 MoveType move_on = ms.move_on;
1728 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1789 MoveType move_slow = ms.move_slow;
1729 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1790 MoveType move_block = ms.move_block;
1730 1791
1731 /* if nothing on this space will slow op down or be applied, 1792 /* if nothing on this space will slow op down or be applied,
1732 * no need to do checking below. have to make sure move_type 1793 * no need to do checking below. have to make sure move_type
1733 * is set, as lots of objects don't have it set - we treat that 1794 * is set, as lots of objects don't have it set - we treat that
1734 * as walking. 1795 * as walking.
1745 return 0; 1806 return 0;
1746 1807
1747 /* The objects have to be checked from top to bottom. 1808 /* The objects have to be checked from top to bottom.
1748 * Hence, we first go to the top: 1809 * Hence, we first go to the top:
1749 */ 1810 */
1750 1811 for (object *next, *tmp = ms.top; tmp; tmp = next)
1751 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1752 {
1753 /* Trim the search when we find the first other spell effect
1754 * this helps performance so that if a space has 50 spell objects,
1755 * we don't need to check all of them.
1756 */
1757 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1758 break;
1759 } 1812 {
1813 next = tmp->below;
1760 1814
1761 for (; tmp; tmp = tmp->below)
1762 {
1763 if (tmp == op) 1815 if (tmp == op)
1764 continue; /* Can't apply yourself */ 1816 continue; /* Can't apply yourself */
1765 1817
1766 /* Check to see if one of the movement types should be slowed down. 1818 /* Check to see if one of the movement types should be slowed down.
1767 * Second check makes sure that the movement types not being slowed 1819 * Second check makes sure that the movement types not being slowed
1772 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1824 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1773 { 1825 {
1774 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1826 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1775 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1827 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1776 { 1828 {
1777
1778 float
1779 diff = tmp->move_slow_penalty * fabs (op->speed); 1829 float diff = tmp->move_slow_penalty * fabs (op->speed);
1780 1830
1781 if (op->type == PLAYER) 1831 if (op->is_player ())
1782 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1832 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1783 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1833 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1784 diff /= 4.0; 1834 diff /= 4.0;
1785 1835
1786 op->speed_left -= diff; 1836 op->speed_left -= diff;
1787 } 1837 }
1788 } 1838 }
1994 * head of the object should correspond for the entire object. 2044 * head of the object should correspond for the entire object.
1995 */ 2045 */
1996 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block)) 2046 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
1997 continue; 2047 continue;
1998 2048
1999 if (ob->blocked (m, pos.x, pos.y)) 2049 if (ob->blocked (pos.m, pos.x, pos.y))
2000 continue; 2050 continue;
2001 2051
2002 altern [index++] = i; 2052 altern [index++] = i;
2003 } 2053 }
2004 2054
2072 * there is capable of. 2122 * there is capable of.
2073 */ 2123 */
2074int 2124int
2075find_dir (maptile *m, int x, int y, object *exclude) 2125find_dir (maptile *m, int x, int y, object *exclude)
2076{ 2126{
2077 int i, max = SIZEOFFREE, mflags; 2127 int max = SIZEOFFREE, mflags;
2078
2079 sint16 nx, ny;
2080 object *tmp;
2081 maptile *mp;
2082
2083 MoveType blocked, move_type; 2128 MoveType move_type;
2084 2129
2085 if (exclude && exclude->head_ () != exclude) 2130 if (exclude && exclude->head_ () != exclude)
2086 { 2131 {
2087 exclude = exclude->head; 2132 exclude = exclude->head;
2088 move_type = exclude->move_type; 2133 move_type = exclude->move_type;
2091 { 2136 {
2092 /* If we don't have anything, presume it can use all movement types. */ 2137 /* If we don't have anything, presume it can use all movement types. */
2093 move_type = MOVE_ALL; 2138 move_type = MOVE_ALL;
2094 } 2139 }
2095 2140
2096 for (i = 1; i < max; i++) 2141 for (int i = 1; i < max; i++)
2097 { 2142 {
2098 mp = m; 2143 mapxy pos (m, x, y);
2099 nx = x + freearr_x[i]; 2144 pos.move (i);
2100 ny = y + freearr_y[i];
2101 2145
2102 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2146 if (!pos.normalise ())
2103
2104 if (mflags & P_OUT_OF_MAP)
2105 max = maxfree[i]; 2147 max = maxfree[i];
2106 else 2148 else
2107 { 2149 {
2108 mapspace &ms = mp->at (nx, ny); 2150 mapspace &ms = *pos;
2109 2151
2110 blocked = ms.move_block;
2111
2112 if ((move_type & blocked) == move_type) 2152 if ((move_type & ms.move_block) == move_type)
2113 max = maxfree[i]; 2153 max = maxfree [i];
2114 else if (mflags & P_IS_ALIVE) 2154 else if (ms.flags () & P_IS_ALIVE)
2115 { 2155 {
2116 for (tmp = ms.bot; tmp; tmp = tmp->above) 2156 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2117 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER) 2157 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2118 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude))) 2158 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2119 break;
2120
2121 if (tmp)
2122 return freedir[i]; 2159 return freedir [i];
2123 } 2160 }
2124 } 2161 }
2125 } 2162 }
2126 2163
2127 return 0; 2164 return 0;
2202 * This basically means that if direction is 15, then it could either go 2239 * This basically means that if direction is 15, then it could either go
2203 * direction 4, 14, or 16 to get back to where we are. 2240 * direction 4, 14, or 16 to get back to where we are.
2204 * Moved from spell_util.c to object.c with the other related direction 2241 * Moved from spell_util.c to object.c with the other related direction
2205 * functions. 2242 * functions.
2206 */ 2243 */
2207int reduction_dir[SIZEOFFREE][3] = { 2244static const int reduction_dir[SIZEOFFREE][3] = {
2208 {0, 0, 0}, /* 0 */ 2245 {0, 0, 0}, /* 0 */
2209 {0, 0, 0}, /* 1 */ 2246 {0, 0, 0}, /* 1 */
2210 {0, 0, 0}, /* 2 */ 2247 {0, 0, 0}, /* 2 */
2211 {0, 0, 0}, /* 3 */ 2248 {0, 0, 0}, /* 3 */
2212 {0, 0, 0}, /* 4 */ 2249 {0, 0, 0}, /* 4 */
2308int 2345int
2309can_pick (const object *who, const object *item) 2346can_pick (const object *who, const object *item)
2310{ 2347{
2311 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2348 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2312 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2349 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2313 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2350 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2314} 2351}
2315 2352
2316/* 2353/*
2317 * create clone from object to another 2354 * create clone from object to another
2318 */ 2355 */
2350 return tmp; 2387 return tmp;
2351 2388
2352 return 0; 2389 return 0;
2353} 2390}
2354 2391
2355const shstr & 2392shstr_tmp
2356object::kv_get (const shstr &key) const 2393object::kv_get (shstr_tmp key) const
2357{ 2394{
2358 for (key_value *kv = key_values; kv; kv = kv->next) 2395 for (key_value *kv = key_values; kv; kv = kv->next)
2359 if (kv->key == key) 2396 if (kv->key == key)
2360 return kv->value; 2397 return kv->value;
2361 2398
2362 return shstr_null; 2399 return shstr ();
2363} 2400}
2364 2401
2365void 2402void
2366object::kv_set (const shstr &key, const shstr &value) 2403object::kv_set (shstr_tmp key, shstr_tmp value)
2367{ 2404{
2368 for (key_value *kv = key_values; kv; kv = kv->next) 2405 for (key_value *kv = key_values; kv; kv = kv->next)
2369 if (kv->key == key) 2406 if (kv->key == key)
2370 { 2407 {
2371 kv->value = value; 2408 kv->value = value;
2380 2417
2381 key_values = kv; 2418 key_values = kv;
2382} 2419}
2383 2420
2384void 2421void
2385object::kv_del (const shstr &key) 2422object::kv_del (shstr_tmp key)
2386{ 2423{
2387 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next) 2424 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2388 if ((*kvp)->key == key) 2425 if ((*kvp)->key == key)
2389 { 2426 {
2390 key_value *kv = *kvp; 2427 key_value *kv = *kvp;
2449{ 2486{
2450 char flagdesc[512]; 2487 char flagdesc[512];
2451 char info2[256 * 4]; 2488 char info2[256 * 4];
2452 char *p = info; 2489 char *p = info;
2453 2490
2454 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s,flags:[%s],type:%d}", 2491 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2455 count, 2492 count,
2456 uuid.c_str (), 2493 uuid.c_str (),
2457 &name, 2494 &name,
2458 title ? "\",title:\"" : "", 2495 title ? ",title:\"" : "",
2459 title ? (const char *)title : "", 2496 title ? (const char *)title : "",
2497 title ? "\"" : "",
2460 flag_desc (flagdesc, 512), type); 2498 flag_desc (flagdesc, 512), type);
2461 2499
2462 if (!flag[FLAG_REMOVED] && env) 2500 if (!flag[FLAG_REMOVED] && env)
2463 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2501 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2464 2502
2480struct region * 2518struct region *
2481object::region () const 2519object::region () const
2482{ 2520{
2483 return map ? map->region (x, y) 2521 return map ? map->region (x, y)
2484 : region::default_region (); 2522 : region::default_region ();
2485}
2486
2487const materialtype_t *
2488object::dominant_material () const
2489{
2490 if (materialtype_t *mt = name_to_material (materialname))
2491 return mt;
2492
2493 return name_to_material (shstr_unknown);
2494} 2523}
2495 2524
2496void 2525void
2497object::open_container (object *new_container) 2526object::open_container (object *new_container)
2498{ 2527{
2520 container = 0; 2549 container = 0;
2521 2550
2522 // client needs item update to make it work, client bug requires this to be separate 2551 // client needs item update to make it work, client bug requires this to be separate
2523 esrv_update_item (UPD_FLAGS, this, old_container); 2552 esrv_update_item (UPD_FLAGS, this, old_container);
2524 2553
2525 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", query_name (old_container)); 2554 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2526 play_sound (sound_find ("chest_close")); 2555 play_sound (sound_find ("chest_close"));
2527 } 2556 }
2528 2557
2529 if (new_container) 2558 if (new_container)
2530 { 2559 {
2540 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2569 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2541 new_container->insert (closer); 2570 new_container->insert (closer);
2542 } 2571 }
2543#endif 2572#endif
2544 2573
2545 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", query_name (new_container)); 2574 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2546 2575
2547 // make sure the container is available, client bug requires this to be separate 2576 // make sure the container is available, client bug requires this to be separate
2548 esrv_send_item (this, new_container); 2577 esrv_send_item (this, new_container);
2549 2578
2550 new_container->flag [FLAG_APPLIED] = true; 2579 new_container->flag [FLAG_APPLIED] = true;
2558// else if (!old_container->env && contr && contr->ns) 2587// else if (!old_container->env && contr && contr->ns)
2559// contr->ns->floorbox_reset (); 2588// contr->ns->floorbox_reset ();
2560} 2589}
2561 2590
2562object * 2591object *
2563object::force_find (const shstr name) 2592object::force_find (shstr_tmp name)
2564{ 2593{
2565 /* cycle through his inventory to look for the MARK we want to 2594 /* cycle through his inventory to look for the MARK we want to
2566 * place 2595 * place
2567 */ 2596 */
2568 for (object *tmp = inv; tmp; tmp = tmp->below) 2597 for (object *tmp = inv; tmp; tmp = tmp->below)
2570 return splay (tmp); 2599 return splay (tmp);
2571 2600
2572 return 0; 2601 return 0;
2573} 2602}
2574 2603
2604//-GPL
2605
2575void 2606void
2607object::force_set_timer (int duration)
2608{
2609 this->duration = 1;
2610 this->speed_left = -1.f;
2611
2612 this->set_speed (duration ? 1.f / duration : 0.f);
2613}
2614
2615object *
2576object::force_add (const shstr name, int duration) 2616object::force_add (shstr_tmp name, int duration)
2577{ 2617{
2578 if (object *force = force_find (name)) 2618 if (object *force = force_find (name))
2579 force->destroy (); 2619 force->destroy ();
2580 2620
2581 object *force = get_archetype (FORCE_NAME); 2621 object *force = get_archetype (FORCE_NAME);
2582 2622
2583 force->slaying = name; 2623 force->slaying = name;
2584 force->stats.food = 1; 2624 force->force_set_timer (duration);
2585 force->speed_left = -1.f;
2586
2587 force->set_speed (duration ? 1.f / duration : 0.f);
2588 force->flag [FLAG_IS_USED_UP] = true;
2589 force->flag [FLAG_APPLIED] = true; 2625 force->flag [FLAG_APPLIED] = true;
2590 2626
2591 insert (force); 2627 return insert (force);
2592} 2628}
2593 2629
2594void 2630void
2595object::play_sound (faceidx sound) 2631object::play_sound (faceidx sound) const
2596{ 2632{
2597 if (!sound) 2633 if (!sound)
2598 return; 2634 return;
2599 2635
2600 if (flag [FLAG_REMOVED]) 2636 if (is_on_map ())
2637 map->play_sound (sound, x, y);
2638 else if (object *pl = in_player ())
2639 pl->contr->play_sound (sound);
2640}
2641
2642void
2643object::say_msg (const char *msg) const
2644{
2645 if (is_on_map ())
2646 map->say_msg (msg, x, y);
2647 else if (object *pl = in_player ())
2648 pl->contr->play_sound (sound);
2649}
2650
2651void
2652object::make_noise ()
2653{
2654 // we do not model noise in the map, so instead put
2655 // a temporary light into the noise source
2656 // could use the map instead, but that's less reliable for our
2657 // goal, which is to make invisibility a bit harder to exploit
2658
2659 // currently only works sensibly for players
2660 if (!is_player ())
2601 return; 2661 return;
2602 2662
2603 if (env) 2663 // find old force, or create new one
2604 { 2664 object *force = force_find (shstr_noise_force);
2605 if (object *pl = in_player ()) 2665
2606 pl->contr->play_sound (sound); 2666 if (force)
2607 } 2667 force->speed_left = -1.f; // patch old speed up
2608 else 2668 else
2609 map->play_sound (sound, x, y); 2669 {
2610} 2670 force = archetype::get (shstr_noise_force);
2611 2671
2672 force->slaying = shstr_noise_force;
2673 force->stats.food = 1;
2674 force->speed_left = -1.f;
2675
2676 force->set_speed (1.f / 4.f);
2677 force->flag [FLAG_IS_USED_UP] = true;
2678 force->flag [FLAG_APPLIED] = true;
2679
2680 insert (force);
2681 }
2682}
2683

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